Shader "light"

{
    Properties
    {
        _Color ("Main Color", Color) = (1,1,1,1)
        _MainTex ("Base", 2D) = "white" { }
	_BumpMap ("Bump (RGB)", 2D) = "bump" {}
	_LightMap ("Lightmap (RGB)", 2D) = "black" {}
	_Min ("Min", Range(-8,8)) = 0
	_Max ("Max", Range(-8,8)) = 1
    }

    Category
    {
        ZWrite On
		ZTest LEqual
        //Alphatest Greater 0
		//
		//Tags {"RenderType"="Transparent" "Queue"="Transparent"}
		Cull back
	
        SubShader
        {
			UsePass "Lightmapped/VertexLit/BASE"
			UsePass "Bumped Diffuse/PPL"
			Pass
			{	
				Blend one one
				Lighting Off
				CGPROGRAM
				#pragma vertex VertexProgram
				#include "lightCG.cginc"
				ENDCG
				SetTexture [_MainTex]
				{
					combine  primary
				}
			}
			
	// Pass to render object as a shadow caster
	/*Pass {
		Name "ShadowCaster"
		Tags { "LightMode" = "ShadowCaster" }
		
		Fog {Mode Off}
		ZWrite On ZTest Less Cull Off
		Offset [_ShadowBias], [_ShadowBiasSlope]

CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile SHADOWS_NATIVE SHADOWS_CUBE
#pragma fragmentoption ARB_precision_hint_fastest
#include "UnityCG.cginc"

struct v2f { 
	V2F_SHADOW_CASTER;
};

v2f vert( appdata_base v )
{
	v2f o;
	TRANSFER_SHADOW_CASTER(o)
	return o;
}

float4 frag( v2f i ) : COLOR
{
	SHADOW_CASTER_FRAGMENT(i)
}
ENDCG

	}
	
	// Pass to render object as a shadow collector
	Pass {
		Name "ShadowCollector"
		Tags { "LightMode" = "ShadowCollector" }
		
		Fog {Mode Off}
		ZWrite On ZTest Less

CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest

#define SHADOW_COLLECTOR_PASS
#include "UnityCG.cginc"

struct appdata {
	float4 vertex;
};

struct v2f {
	V2F_SHADOW_COLLECTOR;
};

v2f vert (appdata v)
{
	v2f o;
	TRANSFER_SHADOW_COLLECTOR(o)
	return o;
}

half4 frag (v2f i) : COLOR
{
	SHADOW_COLLECTOR_FRAGMENT(i)
}
ENDCG

	}*/
        }

        SubShader
        {
			Pass
			{
				Lighting Off
				CGPROGRAM
				#pragma vertex VertexProgram
				#include "lightCG.cginc"
				ENDCG
				SetTexture [_MainTex]
				{
					combine texture + primary
				}
			}
			
        }
    }
}